void
brw_nir_lower_vs_inputs(nir_shader *nir,
- bool use_legacy_snorm_formula,
const uint8_t *vs_attrib_wa_flags)
{
/* Start with the location of the variable's base. */
add_const_offset_to_base(nir, nir_var_shader_in);
- brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
- vs_attrib_wa_flags);
+ brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags);
/* The last step is to remap VERT_ATTRIB_* to actual registers */
this_progress; \
})
-nir_shader *
-brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
- bool is_scalar)
+static nir_variable_mode
+brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
+ gl_shader_stage stage)
{
nir_variable_mode indirect_mask = 0;
- if (compiler->glsl_compiler_options[nir->info.stage].EmitNoIndirectInput)
+
+ if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
indirect_mask |= nir_var_shader_in;
- if (compiler->glsl_compiler_options[nir->info.stage].EmitNoIndirectOutput)
+ if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
indirect_mask |= nir_var_shader_out;
- if (compiler->glsl_compiler_options[nir->info.stage].EmitNoIndirectTemp)
+ if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
indirect_mask |= nir_var_local;
+ return indirect_mask;
+}
+
+nir_shader *
+brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
+ bool is_scalar)
+{
+ nir_variable_mode indirect_mask =
+ brw_nir_no_indirect_mask(compiler, nir->info.stage);
+
bool progress;
do {
progress = false;
OPT(nir_lower_clip_cull_distance_arrays);
- nir_variable_mode indirect_mask = 0;
- if (compiler->glsl_compiler_options[nir->info.stage].EmitNoIndirectInput)
- indirect_mask |= nir_var_shader_in;
- if (compiler->glsl_compiler_options[nir->info.stage].EmitNoIndirectOutput)
- indirect_mask |= nir_var_shader_out;
- if (compiler->glsl_compiler_options[nir->info.stage].EmitNoIndirectTemp)
- indirect_mask |= nir_var_local;
-
+ nir_variable_mode indirect_mask =
+ brw_nir_no_indirect_mask(compiler, nir->info.stage);
nir_lower_indirect_derefs(nir, indirect_mask);
nir_lower_int64(nir, nir_lower_imul64 |
return nir;
}
+void
+brw_nir_link_shaders(const struct brw_compiler *compiler,
+ nir_shader **producer, nir_shader **consumer)
+{
+ NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
+ NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
+
+ if (nir_remove_unused_varyings(*producer, *consumer)) {
+ NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
+ NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
+
+ /* The backend might not be able to handle indirects on
+ * temporaries so we need to lower indirects on any of the
+ * varyings we have demoted here.
+ */
+ NIR_PASS_V(*producer, nir_lower_indirect_derefs,
+ brw_nir_no_indirect_mask(compiler, (*producer)->info.stage));
+ NIR_PASS_V(*consumer, nir_lower_indirect_derefs,
+ brw_nir_no_indirect_mask(compiler, (*consumer)->info.stage));
+
+ const bool p_is_scalar =
+ compiler->scalar_stage[(*producer)->info.stage];
+ *producer = brw_nir_optimize(*producer, compiler, p_is_scalar);
+
+ const bool c_is_scalar =
+ compiler->scalar_stage[(*producer)->info.stage];
+ *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar);
+ }
+}
+
/* Prepare the given shader for codegen
*
* This function is intended to be called right before going into the actual
case nir_type_float:
case nir_type_float32:
return BRW_REGISTER_TYPE_F;
+ case nir_type_float16:
+ return BRW_REGISTER_TYPE_HF;
case nir_type_float64:
return BRW_REGISTER_TYPE_DF;
case nir_type_int64:
return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
case nir_type_uint64:
return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
+ case nir_type_int16:
+ return BRW_REGISTER_TYPE_W;
+ case nir_type_uint16:
+ return BRW_REGISTER_TYPE_UW;
default:
unreachable("unknown type");
}
case nir_type_float32:
return GLSL_TYPE_FLOAT;
+ case nir_type_float16:
+ return GLSL_TYPE_FLOAT16;
+
case nir_type_float64:
return GLSL_TYPE_DOUBLE;
case nir_type_uint32:
return GLSL_TYPE_UINT;
+ case nir_type_int16:
+ return GLSL_TYPE_INT16;
+
+ case nir_type_uint16:
+ return GLSL_TYPE_UINT16;
+
default:
unreachable("bad type");
}